Command | Hit level | Damage | Startup | Block | Hit | Counter hit | Notes |
---|---|---|---|---|---|---|---|
f,F+2:2 | m, t | 15, 20 | i15, | +8d | * Transitions to attack throw only on front hit (air hit OK)
* 3f input window for the transition (frames 13~15)
* After hit, enter IND r20 with d+3+4 | ||
1+3 | t | 35 | i12~14 | -3 | +1d | * Homing
* Throw break 1 or 2 | |
2+4 | t | 35 | i12~14 | +0 | +1 | * Homing
* Floor Break
* Throw break 1 or 2
* Side switch on hit | |
Back Throw | t | 50 | +1d | * Floor Break
* Unbreakable | |||
Left Throw | t | 45 | -3 | +0d | * Throw break 1
* Side switch on hit | ||
Right Throw | t | 40 | -3 | -3d | Throw break 2 | ||
qcb,f+2 | t | 0 | i15~16 | +0 | * Unbreakable
* Opponent recovers 26 health
* Yoshimitsu loses 35 health | ||
qcf+2 | t | 22 | i15~16 | +0 | +0 | * Throw break 1+2
* 35 damage as a backthrow
* Yoshimitsu recovers 16 health
* On break:
** -Opponent recovers 22 health (35 on backthrow)
** -Yoshimitsu loses 16 health | |
uf+1+2 | t | 45 | i11 | +0 | +1 | * Floor Break
* Throw break 1+2
* Side switch on break | |
FC.d+1 | sl | 5 | i10 | -5 | +6 | * Transition to r25? with f
* Transition input can be delayed 16f
High crush 1~ | |
FC.d+2 | sl | 8 | i11 | -4 | +5 | High crush 1~ | |
NSS.db+1 | sl | 5 | i10 | -5 | +6 | * Transition to r24 with f
High crush 4~ | |
4,4,2,2,1 | h, h, m, h, m! | 12, 12, 5, 6, 30 | i12~13, ,i67 | -18 | * Weapon | ||
4,4,2,2,1~1 | h, h, m, h, m!, m! | 12, 12, 5, 6, 30, 22 | i12~13, ,i28~113 | -58 | * Weapon
* Cancel early to r26 with B (earliest cancel -12a)
* Possible to double-hit | ||
d+1*(1),n | M! | 20 | i55~56 | +4c | +6a | * Spike
* Weapon
* Slowly realigns while charging
* Can be canceled with b* | |
d+1*(2),n | M! | 25 | i99~100 | +4c | +6a | * Spike
* Weapon
* Slowly realigns while charging
* Can be canceled with b* | |
d+1*(3),n | M! | 30 | i130~131 | +4c | +6a | * Spike
* Weapon
* Slowly realigns while charging
* Can be canceled with b* | |
d+1*(4),n | M! | 40 | i179~180 | +16a | +52a | * Spike
* Weapon
* Slowly realigns while charging
* Can be canceled with b* | |
d+1*(5),n | M! | 60 | i214~215 | +16a | +52a | * Spike
* Weapon
* Slowly realigns while charging
* Can be canceled with b* | |
d+1*(6),n | M! | 180 | i249~250 | +16a | +52a | * Spike
* Weapon
* Slowly realigns while charging
* Can be canceled with b* | |
d+1+4 | m! | 60 | i29~30 | -32a | * Weapon
* 60 self damage during 1st recovery frame
* Can connect from the front if the opponent attacks into it | ||
d+1+4,B+1 | m!, m! | 60, 18 | i29~30, i1~39 | -29a | * Weapon
* 6 self damage | ||
d+1+4,B+1,1 | m!, m!, m! | 60, 18, 20 | i29~30, ,i1~18 | -29a | * Weapon
* 6 self damage | ||
d+1+4,B+1,1,1 | m!, m!, m!, m! | 60, 18, 20, 21 | i29~30, ,i1~18 | -29a | * Weapon
* 10 self damage | ||
d+1+4,B+1,1,1,1 | m!, m!, m!, m!, m! | 60, 18, 20, 21, 28 | i29~30, ,i1~18 | -29a | * Weapon
* 12 self damage | ||
d+1+4,B+1,1,1,1,1 | m!, m!, m!, m!, m!, m! | 60, 18, 20, 21, 28, 30 | i29~30, ,i1~35 | -30a | * Weapon
* 17 self-damage
* The entire string deals 111 self damage | ||
ub+1+3 | m! | 40 | i50~52 | -24 | * Weapon
* Punishable on close hit with FUFT.3 | ||
ub+1+3,n+1 | m!, m! | 40, 22 | i50~52, i28~113 | -57a | * Weapon
* Cancel early to r21 with B (earliest cancel -12a)
* Possible to double-hit during cancel | ||
uf+1+3 | M! | 40 | i113~114 | +30a | * Spike
* Weapon
* Cancel to r34 DGF with 1+2 on frames 1~34
* Cancel to r30 DGF with 1+2 on frame 35. delayable up to frame 92
* Becomes a [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-NSS.uf+1+3|different move]] in NSS
<div class="plainlist">
* Low crush 9~110
* fs111~113</div> | ||
uf+1+3,b | M! | 35 | i93~94 | +24a | * Spike
* Weapon
* Cancel to r27 DGF with 1+2
* Input during frames 1-31 of uf+1+2
* Yoshimitsu will recover BT if the opponent is far
<div class="plainlist">
* Low crush 9~90
* fs91~93</div> | ||
b,B+1+4 | m! | 50 | i59~61 | +2a | * Weapon
* Cannot be buffered
* Poor hitbox, will go over crouching opponents sometimes | ||
f,F+1+4 | m! | 60 | i45 | -65a | * Weapon
* Cannot be buffered
* 60 self-damage during 1st recovery frame
* NSS.f,F+1+4 will always cancel into [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-f,F+1+4,n|Confusion]]
* Dealing lethal damage will award the victory to Yoshimitsu
* Holding any direction will trigger the attack, not just forward | ||
f,F+1+4,F | m!, m! | 60, 185 | i45, i35~37 | -60a | * Weapon
* 185 self-damage during 1st recovery frame
* Dealing lethal damage will award the victory to Yoshimitsu | ||
f,F+1+4,n | m! | 60 | i45, | ||||
FLE.uf | m! | 21 | i30~45 | +30a (+20) | * Balcony Break
Low crush 1~ | ||
IND.1 | M! | 15 | i53~55 | +0c~+2c | * Spike
* Weapon
* Same animation as the ending of [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-qcf+1|qcf+1]]
<div class="plainlist">
* Low crush 30~52
* fs53~55</div> | ||
KIN.b+1+2 | m! | 25 | i46 | +6a | * Weapon
* Backswing blow
* Unavailable in NSS
* Move is delayed by 5f | ||
MED.1+2 | m! | 10 | i30~34 | -1a | Recovers 12 base health | ||
NSS.b,B+1+4 | m! | 40 | i65~70 | -3a (-12) | +29a (-18) | Balcony Break | |
NSS.ub+1+3 | m! | 50 | i51~65 | -23 | * Punishable on close hit with FUFT.3 | ||
R.df+1+2 | m,t | 55+ | i20 | -15 | +0d | * Rage Art
* Removes Recoverable Health
* Reversal Break
* Damage increases with lower health, maximum 82
* Freezes match timer on activation and on hit
* Restores recoverable health on hit
* Transition to attack throw on hit
* Consumes Rage
Power crush 8~ | |
KIN.f+1* | M,M,M,M,M,M | 6,6,6,6,6,10 | i19~20 i6~7 i7~8 i6~7 i7~8 i7~8 | -12 | +29a (+14) | * Weapon
* Combos from any hit
* 14 chip damage on block
* Powers in NSS or Heat | |
NSS.KIN.f+1* | M,M,M,M,M,M | 6,6,6,6,6,12 | i19~20 i6~7 i7~8 i6~7 i7~8 i7~8 | -9 | +29a (+14) | * Weapon
* Combos from any hit
* 21 chip damage on block
* Recovers 8 base health on hit | |
FLE.f,f | M,M,M,M,M | 3,3,3,3,3 | i17~19 i6~8 i5~7 i6~8 i6~8 | -10 | +1 | * Combos from any hit
* Floor break on all hits
* Sometimes combos into FLE.n
Low crush 1~ | |
H.2+3 | M,m,m,m | 51 | i18~19 | +4 | -3d | * Heat Smash
* Reversal Break
* Balcony Break
* Recovers 4 base health on hit
* Enter DGF +10 r29 with U on block
* Transition to attack throw after 1st hit
* 14 chip damage on block
* Jail from 1st attack
* Ends Heat
<div class="plainlist">
* Low crush 68~89
* fs90~92</div> | |
f+3+4 | m,M,M,M | 20,3,3,3 | i21~25 | -13~-9 | -8a (-15) | * Balcony Break
* Head
* Floor break 3rd hit
* Transition to FLE on hit only
* Attacks after 1st only come out on hit
* Combo from 1st hit does 2,1,1 damage
* Combo does 2 extra damage from FLE.n
* Cancel to r65 BT earliest on frame 10 with b
* Automatically recovers to r55 IND on self-wallsplat | |
KIN.1+2 | m,m,m,m | 4,4,4,24 | i12~13 i6~7 i7~8 i11~13 | -6 | +11a | * Spike
* Weapon
* Combos from any hit
* Despite being i12, it always connects on i13 after f,F+3,1+2 on hit
<div class="plainlist">
* Low crush 25~39
* fs40~42</div> | |
KIN.f+1 | M,M,M | 6,6,10 | i19~20 i6~7 i7~8 | -5 | -2 | * Weapon
* Combos from any hit
* 8 chip damage on block
* Powers in NSS or Heat | |
NSS.KIN.f+1 | M,M,M | 6,6,12 | i19~20 i6~7 i7~8 | -5 | +18a (+11) | * Weapon
* Combos from any hit
* 12 chip damage on block
* Recovers 4 base health on hit | |
3~4 | m,m | 6,22 | i17~18 i28~29 | -6 | +3 | * Enter DGF +5 +14 r18 with 1SS.U
<div class="plainlist">
* Low crush 12-37
* fs38-40</div> | |
1+2,P | M,M | 10,12 | i15~18 i3~6 | +1c~+4c | +14a | <div class="plainlist">
* is1~20
* Low crush 11~42
* fs43~45</div> | |
u+3+4 | M,M | 10,12 | i39~42 i3~6 | +1c~+4c | +24a | * Spike
* Floor break occurs on 2nd hit
* Evades some mid attacks from frames ?-?
* Yoshimitsu becomes invisible on frames 15~30 but can still be floated
* -1 if the 2nd hit whiffs
<div class="plainlist">
* Low crush 11~42
* fs43~45</div> | |
uf+3+4,3 | M, M,M | 20, 10,10 | i31~35, i39~42 i3~6 | -4c~-1c | +27a | * Spike
* Floor break occurs on 3rd hit
* Evades mid attacks from frames ?-?
<div class="plainlist">
* ,Low crush 11~42
* fs43~45</div> | |
IND.3+4 | m,m | 6,22 | i17~18 i10~11 | -6 | +3 | * Homing
* Enter DGF r18 with 1SS.U
<div class="plainlist">
* Low crush 12-37
* fs38-40</div> | |
KIN.1,1 | m, m,m | 10, 5,15 | i17, i23~24 i14~15 | -9 | +7c | * Spike
* Weapon
* Combo from 1st hit with 2f delay
* [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-KIN.1,NSS.1|Power up]] in NSS or Heat | |
KIN.1,NSS.1 | m, m,m | 10, 5,20 | i17, i23~24 i14~15 | -1 | +37a (+29) | * Balcony Break
* Spike
* Weapon
* Combo from 1st hit with 2f delay
* 4 chip damage on block
* Recovers 4 base health on hit | |
MED.3 | m,M | 15,15 | i17~28 i28~39 | +2~+13 | +43a | * Spike
* BT.d+3 is guaranteed on meaty block
* 1st hit only connects if the opponent is close enough
<div class="plainlist">
* Low crush 14~41
* fs42~44</div> | |
2+3 | m | [12;12] | i16 | +1 | +2c | * Heat Burst
* Cancel to r45 with b,b
* 3 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
<div class="plainlist">
* Power crush 7~62
* On cancel: fs12~20 Low crush 21~29 fs30~32</div> | |
H.DGF.1 | M | 26 | i30~31 | +2 | +46a | * Spike
* Weapon
* 18 chip damage on block
* Recovers 4 base health on hit
Low crush 1~27 | |
1,1 | h, m | 5, 19 | i10, i23 | -9 | +4c | +6a | * Spike
* Weapon
* Combo from 1st hit with 1f delay
* Input can be delayed 3f
* Interrupt with i4 from 1st block
* 3 chip damage on block
* [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-1,NSS.1|Power up]] in NSS or Heat |
1,NSS.1 | h, m | 5, 22 | i10, i23 | -9 | +16a | +52a | * Balcony Break
* Spike
* Weapon
* Combo from 1st hit with 1f delay
* Input can be delayed 3f
* Interrupt with i4 from 1st block
* 11 chip damage on block
* Recovers 4 base health on hit |
2,1 | h, m | 10, 23 | i11, i26~27 | -9 | +12a | * Balcony Break
* Weapon
* Combo from 1st CH with 2f delay
* Cancel to r15 with b
* Interrupt with i8 from 1st block
* Becomes a [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-2,NSS.1|different move]] in NSS | |
3 | m | 12 | i15~16 | -9 | +5 | ||
3,2 | m, m | 12, 12 | i15~16, i22 | -12 | +1 | Interrupt with i1 from 1st block | |
3,2,1+2 | m, m, M | 12, 12, 29 | i15~16, ,i26~27 | -14c | +20a (+10) | * Balcony Break
* Weapon
* Combo from 2nd hit with 4f delay
* Input can be delayed 10f
* Move can be delayed 9f
* Interrupt with i7 from 2nd block
* 5 chip damage on block
* [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-3,2,NSS.1+2|Power up]] in NSS or Heat | |
3,2,NSS.1+2 | m, m, M | 12, 12, 30 | i15~16, ,i26~27 | -14c | +20a (+10) | * Balcony Break
* Weapon
* Combo from 2nd hit with 4f delay
* Input can be delayed 10f
* Move can be delayed 9f
* 15 chip damage on block
* Clean hit 39 damage
* Recovers 4 base health on hit | |
4,4,2 | h, h, m | 12, 12, 5 | i12~13, ,i30~31 | -22 | -12 | Yoshimitsu recovers sideturned on block | |
4,4,2,2,NSS.1 | h, h, m, h, m | 12, 12, 5, 6, 30 | i12~13, ,i67 | -54 | -17a | ||
4~3 | m | 25 | i25~26 | -13 | +52a (+42) | * Tornado
<div class="plainlist">
* High crush 4~22
* fs10~50</div> | |
1+2+3 | m | 0 | i22~40 | -8~+10g | +0~+18 | +16~+34 | * Weapon
* Can hit grounded when up-close and off-axis |
1+4 | m | 20 | i6~9 | -15 | +14c | * Weapon
* 70% proration on standing hit
* Knockdown against BT opponent +11a (FDFT)
* [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-NSS.1+4|Power up]] in NSS or Heat | |
f+2,1 | h, M | 18, 21 | i17~18, i26~27 | -12 | +17a (+10) | * Tornado
* Weapon
* Combo from 1st CH with 1f delay | |
f+2,NSS.1 | h, m | 18, 21 | i17~18, i26~27 | -12 | +17a (+10) | * Tornado
* Combo from 1st CH | |
f+2,db+2 | h, m | 18, 8 | i17~18, i15 | -5 | +6 | Link to db+2 extensions | |
f+3,4 | h, m | 24, 20 | i16~17, i23~24 | -6 | +37a (+23) | * Knee
* 18f delay after 1st attack
* Interrupt with i17 from 1st block
<div class="plainlist">
* ,Low crush 22~29
* fs30~32</div> | |
f+4 | m | 20 | i18 | -13 | +21a (+11) | * Balcony Break
* -9 on block after absorbing an attack
* 8 chip damage on attack absorbtion
Power crush 7~17 | |
f+1+2 | M | 23 | i20 | -12 | +8a (-1) | * Heat Engager
* Heat Dash +5g, +62a (+42)
* Balcony Break
* Weapon
* 4 chip damage on block
* 29 damage and extended range in NSS or Heat | |
df+1 | m | 14 | i13 | -4 | +5 | ||
df+1,2,1 | m, h, M | 14, 16, 19 | i13, ,i26~27 | -12 | +17a (+10) | * Tornado
* Weapon
* Combo from 2nd CH with 1f delay | |
df+1,2,NSS.1 | m, h, M | 14, 16, 19 | i13, ,i26~27 | -12 | +17a (+10) | * Tornado
* Combo from 2nd CH | |
df+1,2,db+2 | m, h, m | 14, 16, 7 | i13, ,i15 | -5 | +6 | * Links to db+2 extensions | |
df+1,4 | m, m | 14, 17 | i13, i17 | -12 | +4 | * Jail from 1st attack with 2f delay
* 2nd hit can whiff at certain ranges, -20 on whiff | |
df+2 | m | 13 | i15~16 | -7 | +34a (+24) | * +4s against crouching
* Launches crouching on CH | |
df+3 | m | 10 | i17~18 | -4 | +4 | ||
df+3,1 | m, M | 10, 20 | i17~18, i23~24 | -9 | +4c | +6a | * Spike
* Weapon
* Combo from 1st hit
* 4 chip damage on block
* [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-df+3,NSS.1|Power up]] in NSS or Heat
* Input can be held to transition to d+1* |
df+3,NSS.1 | m, M | 10, 24 | i17~18, i23~24 | -9 | +16a | +52a | * Spike
* Weapon
* Combo from 1st hit
* Recovers 4 base health on hit
* 12 chip damage on block
* Input can be held to transition to d+1* |
df+4 | m | 15 | i12 | -7 | +4 | ||
df+1+4 | M | 20 | i20~21 | -17 | +35a (+25) | * Weapon
* Enter KIN r30 with 1+2
* Can be buffered
* Can be performed in FC
* Power up input [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-f,n,d,df+1|f,n,d,df+1]]
<div class="plainlist">
* Low crush 20~42
* fs43~45</div> | |
df+2+3 | m | 18 | i17~18 | -13 | +6g | +58a (+38) | * Balcony Break
* Can be buffered
* Can be performed in FC
* Power up input [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-f,n,d,df+2|f,n,d,df+2]]
High crush 9~17 |
d+1 | M | 15 | i24~25 | -9 | +1c | +6a | * Spike
* Weapon
* 4 chip damage on block
* [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-NSS.d+1|Power up]] in NSS or Heat |
d+2 | M | 12 | i16~17 | -9 | +0 | Weapon | |
d+2,2 | M, m | 12, 17 | i16~17, i22~23 | -12 | +7g | +28a (+22) | * Weapon
* Combo from 1st hit with 13f delay
* Input can be delayed 16f
* Move can be delayed 10f
* In 1SS Enter NSS r31 with B |
d+2,2,2 | M, m, M | 12, 17, 19 | i16~17, ,i25~27 | -13 | +16a (+9) | * Tornado
* Weapon
* Input can be delayed 10f
* Move can be delayed 9f | |
d+2,2,NSS.d+1 | M, m, m | 12, 17, 17 | i16~17, ,i29~30 | -12 | +2c | +42a | * Spike
* Input can be delayed 10f
* Move can be delayed 9f |
d+2,2,d+1 | M, m, m | 12, 17, 17 | i16~17, ,i29~30 | -12 | +2c | +42a | * Spike
* Weapon
* Input can be delayed 10f
* Move can be delayed 9f
* Last hit has shorter range and no Weapon property in NSS |
db+1,2 | L, m | 12, 20 | i26~28, i25~26 | -13~12 | +0~+1 | +6g~+7g | * Balcony break on airborne or CH
* Combo from 1st with 1f delay
* Combo from 1st CH with 8f delay
* Input can be delayed 8f |
db+2 | m | 8 | i15 | -5 | +6 | ||
db+2,2 | m, m | 8, 7 | i15, i10~14 | -9~-5 | +2~+6 | Combo from 1st hit | |
db+2,2,2 | m, m, m | 8, 7, 6 | i15, ,i10~14 | -9~-5 | +2~+6 | Combo from 1st hit | |
db+2,2,2,2 | m, m, m, m | 8, 7, 6, 5 | i15, ,i10~14 | -9~-5 | +2~+6 | Combo from 3rd CH | |
db+2,2,2,2,2 | m, m, m, m, m | 8, 7, 6, 5, 4 | i15, ,i10~14 | -9~-5 | +2~+6 | * Combo from 4th hit
* Combo from 3rd CH | |
db+2,2,2,2,2,2 | m, m, m, m, m, m | 8, 7, 6, 5, 4, 3 | i15, ,i10~14 | -49 | -37 | Combo from 5th CH | |
db+3,3,3,3,3,4 | l, l, l, l, l, m | 8, 7, 7, 5, 5, 15 | i18~19, ,i12~13 | -8 | +23a (+13) | * Balcony Break
* Enter KIN -6 +25a (+15) r21 with 1+2
* Enter NSS -6 +25a (+15) r24 with B
* Same animation as ws4
* Can be performed following any number of db+3 lows except the first one | |
b+2 | m | 12 | i14~15 | -9 | +2 | Enter KIN r27 with n,1+2 | |
b+2,1 | m, M | 12, 20 | i14~15, i27~28 | -17 | +28a (+18) | * Weapon
* Combo from 1st CH with 2f delay
* Enter KIN r30 with 1+2
* Input can be delayed 14f
<div class="plainlist">
* Low crush 28~49
* fs50~52</div> | |
b+2,NSS.1 | m, m | 12, 17 | i14~15, i27~28 | -17 | +28a (+18) | * Enter KIN r30 with 1+2
* Combo from 1st CH with 2f delay
* Input can be delayed 14f
<div class="plainlist">
* Low crush 28~49
* fs50~52</div> | |
ub+1 | m | 15 | i24~25 | -6~-5 | +3c~+4c | * Spike
* Weapon
<div class="plainlist">
* Low crush 9~27
* fs28~30</div> | |
ub+4 | m | 17 | i20~22 | -19 | +12a (+2) | * Balcony Break
* Spike
<div class="plainlist">
* Low crush 9~32
* fs33~35</div> | |
ub+1+2 | M | 25 | i24~25 | -8c | +27a (+17) | * Balcony Break
* Weapon
* 5 chip damage on block
* [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-NSS.ub+1+2|Power up]] in NSS or Heat | |
u+1 | m | 17 | i24~25 | -5 | +4c | * Spike
* Weapon
<div class="plainlist">
* Low crush 9~27
* fs28~30</div> | |
uf+1 | m | 20 | i24~25 | -4 | +5c | +50a | * Spike
* Weapon
<div class="plainlist">
* Low crush 9~27
* fs28~30</div> |
uf+1+3>d | M | 30 | i83~84 | -1 | +34a | * Spike
* Weapon
* 12 chip damage on block
* Input during frames 35-60 of uf+1+2
<div class="plainlist">
* Low crush 9~80
* fs81~83</div> | |
uf+1+3,d | M | 25 | i55~56 | -3 | +34a | * Spike
* Weapon
* 10 chip damage on block
* Input during frames 1-31 of uf+1+2
<div class="plainlist">
* Low crush 9~52
* fs53~55</div> | |
uf+3 | m | 15 | i15 | -13 | +32a (+22) | * Knee
* Can evade jabs at frames 5-7
* Recovers 1f faster on hit or block
<div class="plainlist">
* Low crush 9~33
* fs34~36</div> | |
uf+4 | m | 21 | i20~22 | -9 | +22a | * Homing
* Balcony Break
* Spike
<div class="plainlist">
* Low crush 9~32
* fs33~35</div> | |
uf+3+4 | M | 20 | i31~35 | -16~-12 | -4a | * Spike
* In 1SS cancel to DGF r18 with 1+2
* In 1SS enter FLE r28 with d+1+2
* In 1SS enter IND r28 with d+1+2 (or NSS.d+1+2)
* On hit, transitions to -4a r49 backward jump automatically
* Landing on opponent's head, transitions to -48a (-58) r75 hop automatically, hitting Yoshimitsu during this animation forces him into BT
<div class="plainlist">
* Low crush 10~32
* fs33~35</div> | |
uf+3+4,1,4 | M, h, m | 20, 8, 15 | i31~35, ,i17~28 i28~39 | -14~+13g | +27a (+17a) | Combos from 1st (requires wall)
<div class="plainlist">
* ,Low crush 14~41
* fs42~44</div> | |
uf+3+4,1,4,1 | M, h, m, M | 20, 8, 15, 15 | i31~35, ,i24~25 | -9 | +1c | +6a | * Spike
* Weapon
* 4 chip damage on block
* [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-NSS.d+1|Power up]] in NSS or Heat |
uf+3+4,1,4,NSS.1 | M, h, m, M | 20, 8, 15, 24 | i31~35, ,i24~25 | -9 | +16a | +52a | * Balcony Break
* Spike
* Weapon
* Can transition to d+1*,n
* 12 chip damage on block
* Recovers 4 base health on hit |
uf+3+4,1,3+4 | M, h, M | 20, 8, 21 | i31~35, ,i31~35 | +0c~+4c | -14a | * Spike
* On hit, transitions to r49 backward jump automatically
<div class="plainlist">
* ,Low crush 10~32
* fs33~35</div> | |
uf+3+4,3+4 | M, m | 20, 25 | i31~35, i25~26 | -13 | +52a (+42) | * Tornado
* Combo from 1st hit
<div class="plainlist">
* ,High crush 4~22
* fs10~50</div> | |
b,B+1+4,B | m | 20 | i22~25 | -15 | +14c | * Weapon
* 70% proration on standing hit
* Knockdown against BT opponent +11a (FDFT)
* [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-NSS.1+4|Power up]] in NSS or Heat | |
f,F+2 | m | 15 | i15 | -9 | +4 | * Elbow
* Cannot be buffered
* Increased pushback on CH | |
f,F+3 | m | 20 | i23~24 | -4 | +5 | * Enter KIN r25 +3 +12 with 1+2
* Cannot be buffered | |
f,F+4 | m | 20 | i15~16 | -6 | +37a (+23) | * Balcony Break
* Knee
* Cannot be buffered
* -12 if Yoshimitsu holds back to turn around and block
<div class="plainlist">
* Low crush 13-21
* fs22-24</div> | |
f,F+1+2 | m | 22 | i22~24 | -8 | +3c | * Spike
* Cannot be buffered
* Visually similar to [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-f,F+3+4|f,F+3+4]]
<div class="plainlist">
* Low crush 10~21
* fs22~24
* Low crush 25~29
* fs30~32</div> | |
f,F+3+4 | m | 15 | i22~24 | -20 | -9c | * Spike
* Cannot be buffered
* Visually similar to [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-f,F+1+2|f,F+1+2]]
<div class="plainlist">
* Low crush 10~27
* fs28~30</div> | |
f,F+3+4,1+2 | m, m | 15, 15 | i22~24, i12~18 | -31 | -2a (-12) | * Balcony Break
* Combo from 1st CH
* Tremendous forward travel
* Automatically recovers to r55 IND on self-wallsplat
<div class="plainlist">
* ,Low crush 24~46
* fs47~90</div> | |
f,F+3+4,1+2,3+4 | m, m, m | 15, 15, 20 | i22~24, ,i27 | -13 | +52a (+42) | * Tornado
* Combo from 2nd hit
* Combo from 1st CH
* Tremendous forward travel
<div class="plainlist">
* ,Low crush 1~13
* fs14~54</div> | |
f,n,d,df+1 | M | 22 | i17~18 | -17 | +35a (+25a) | * Weapon
* Can be buffered
* Enter KIN r30 with 1+2
* Can be performed from FC
<div class="plainlist">
* Low crush 17~39
* fs40~42</div> | |
f,n,d,df+2 | m | 20 | i14~15 | -13 | +6g | +58a (+38) | * Balcony Break
* Weapon
* Can be buffered
* Can be performed in FC
High crush 6~14 |
f,f,F+3 | M | 30 | i22~23 | +5g | +13a (+3) | * Balcony Break
* 9 chip damage on block
* Enter DGF +7 +15a (+5) r34 with 1SS.U
<div class="plainlist">
* Low crush 3~33
* fs34~36</div> | |
ws1 | m | 12 | i14~15 | -10 | +1 | +6 | |
ws1,1,1,1 | m, h, h, m | 12, 12, 12, 25 | i14~15, ,i25~26 | +0c | +6c | * Spike
* Combos from 3rd CH with 5f delay
* Input can be delayed 12f | |
ws1,2,1 | m, h, M | 12, 18, 21 | i14~15, ,i26~27 | -12 | +17a (+10) | * Tornado
* Weapon
* Combo from 2nd CH | |
ws1,2,db+2 | m, h, m | 12, 18, 8 | i14~15, ,i15 | -5 | +6 | Links to db+2 extensions | |
ws2 | m | 13 | i15~16 | -4 | +7 | Balcony break or airborne hit | |
ws2,1 | m, m | 13, 14 | i15~16, i27~28 | -3a | +36a (+26) | * Weapon
* Combo from 1st hit with 1f delay | |
ws3 | m | 12 | i16 | -6 | +3 | ||
ws3,2 | m, m | 12, 20 | i16, i32 | -12c | +0a | * Spike
* Weapon
* Combo from 1st hit | |
ws4 | m | 14 | i11~12 | -6 | +5 | * Enter KIN r24 with 1+2
* Enter NSS r24 with B | |
SS.1 | m | 21 | i17~18 | -9 | +2 | +27a (+17) | Sidestep adds minimum 9f, effective startup i26~27 |
SS.2 | m | 20 | i18~19 | -13 | +30a (+20) | * Tornado
* Sidestep adds minimum 9f, effective startup i27~28 | |
BDS.3 | m | 23 | i17~30 | -15~-2 | -13~+0 | Can hit from the front of the opponent attacks into it
<div class="plainlist">
* Low crush 14~27
* fs28~30</div> | |
BT.1,2 | h, m | 16, 18 | i15, i25 | -5 | +5 | +63a | * Balcony break on airborne hit
* Elbow
* Combo from 1st CH |
BT.3 | m | 20 | i24~26 | -3 | +11a | Spike
<div class="plainlist">
* Low crush 6~29
* fs30~32</div> | |
DGF.1 | M | 22 | i30~31 | -2c | +10a | +46a | * Spike
* Weapon
* 11 chip damage on block
* [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-H.DGF.1|Power up]] in Heat
* Partially uses remaining Heat time
Low crush 1~27 |
DGF.2,4 | h, M | 15, 22 | i16~18, i26~28 | -14 | +15a (+8) | * Tornado
* Combo from 1st hit
* Enter NSS r33 with B
<div class="plainlist">
* ,Low crush 1~46
* fs47~49</div> | |
DGF.4 | m | 24 | i18~20 | -4 | +14g | * Heat Engager
* Heat Dash +5g, +62a (+42)
* Balcony Break
Low crush 1~19 | |
FLE.3+4 | m | 25 | i25~26 | -13 | +52a (+42) | * Tornado
<div class="plainlist">
* fs1~26
* High crush 6~22</div> | |
FLE.d | M | 0 | i10 | +31a (+24) | * Evades jabs from frames 4-14
* Evades mids from frames 7-12
* Can be cancelled into other FLE moves (except FLE.n)
* Only accessible after hitting with FLE.n
Low crush 1~ | ||
FLE.n | m | 7 | i2~60 | -18~ | +48a (+38a) | * Balcony Break
* Weapon
* Hitlines exist on the sword and directly behind Yoshimitsu
* Can be canceled at any time into another FLE move
* After hitting with this attack, FLE.n has no hitbox until another FLE action (other than FLE.d) is taken
Low crush 1~ | |
FLE.u+3+4 | m | 30 | i38~40 | +4~+6 | +21a (+12) | * Balcony Break
* Tech roll to r33 FC on frames 41-42
<div class="plainlist">
* Low crush 1~37
* fs38~40</div> | |
IND.2 | m | 7 | i39~43 | -8~-5 | +2~+6 | * Links to db+2 extensions
* Greater forward momentum than a standing db+2
High crush 1~ fs1~ | |
IND.3 | m | 15 | i32~38 | -31 | -2a (-12) | * Balcony Break
* Automatically recovers to r55 IND on self-wallsplat
* Tremendous forward travel
<div class="plainlist">
* ,Low crush 12~34
* fs35~90</div> | |
IND.3,3+4 | m, m | 15, 20 | i32~38, i27 | -13 | +52a (+42) | * Tornado
* Combo from 1st hit
* Tremendous forward travel
<div class="plainlist">
* ,Low crush 1~13
* fs14~54</div> | |
KIN.1 | m | 10 | i17 | -12 | -1 | * Spike
* Weapon
* Deals 2 chip damage in NSS | |
KIN.2 | m | 15 | i21~22 | -14 | +26a (+16a) | Weapon | |
KIN.2,1+2 | m, M | 15, 30 | i21~22, i32~34 | -15~-13 | +2a | * Balcony Break
* Spike
* Weapon
* 6 chip damage on block
* Power in NSS or Heat | |
KIN.2,1+2* | m, M | 15, 30 | i21~22, i47~49 | +2~+4 | +2a | * Balcony Break
* Spike
* Weapon
* 9 chip damage on block
* Power in NSS or Heat | |
KIN.2,NSS.1+2 | m, M | 15, 30 | i21~22, i32~34 | -3 | +15a | * Balcony Break
* Spike
* Weapon
* 9 chip damage on block
* Recovers 7 base health on hit | |
KIN.2,NSS.1+2* | m, M | 15, 30 | i21~22, i47~49 | +14 | +69a (+49) | * Balcony Break
* Spike
* Weapon
* Guard Break
* 12 chip damage on block
* Recovers 2 base health on hit
* +26d (+26) on airborne hit | |
KIN.1+4 | m | 20 | i10~13 | -15 | +14c | * Weapon
* 70% proration on standing hit
* Knockdown against BT opponent +11a (FDFT)
* [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-NSS.1+4|Power up]] in NSS or Heat | |
KIN.b+2 | m | 15 | i15~16 | -9 | +2 | Weapon | |
KIN.b+2,1 | m, M | 15, 19 | i15~16, i23~24 | -12 | +30a (+20) | * Tornado
* Weapon
* Combo from 1st hit | |
MED.1+4 | m | 20 | i6~9 | -15 | +14c | * Weapon
* 70% proration on standing hit
* Knockdown against BT opponent +11a (FDFT)
* [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-NSS.1+4|Power up]] in NSS or Heat | |
NSS.1+4 | m | 20 | i8~11 | -15 | +14 +64a | * Strong Aerial Tailspin
* Weapon
* Knockdown against BT opponent, +19a (+9)
* 4 chip damage on block
* Recovers 2 base health on hit | |
NSS.IND.1 | M | 15 | i48~51 | -8c | +5a | * Spike
* Same animation as the ending of [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-NSS.qcf+1|NSS.qcf+1]]
<div class="plainlist">
* Low crush 30~52
* fs53~55</div> | |
NSS.KIN.1+4 | m | 20 | i12~15 | -15 | +14 +64a | * Strong Aerial Tailspin
* Weapon
* Knockdown against BT opponent, +19a (+9)
* 4 chip damage on block
* Recovers 2 base health on hit | |
NSS.b,B+1+4,B | m | 20 | ,i22~25 | -15 | +14 +64a | * Strong Aerial Tailspin
* Weapon
* Knockdown against BT opponent, +19a (+9)
* 4 chip damage on block
* Recovers 2 base health on hit | |
NSS.df+1+4 | m | 19 | i20~21 | -17 | +35a (+25) | * Enter KIN r37 with 1+2
* Can be buffered
* Can be performed in FC
* Power up input [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-NSS.f,n,d,df+1|NSS.f,n,d,df+1]]
* Replaced by [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-df+1+4|1SS.df+1+4]] when performed in BT
<div class="plainlist">
* Low crush 20~42
* fs43~45</div> | |
NSS.d+1 | M | 24 | i24~25 | -9 | +16a | +52a | * Spike
* Weapon
* Recovers health on hit
* 12 chip damage on block
* Input can be held to transition to d+1* |
NSS.f,n,d,df+1 | m | 19 | i17~18 | -17 | +35a (+25a) | * Weapon
* Can be buffered
* Enter KIN r30 with 1+2
* Can be performed from FC
<div class="plainlist">
* Low crush 17~39
* fs40~42</div> | |
NSS.f+1+2 | M | 29 | i20 | -12 | +8a (-1) | * Heat Engager
* Heat Dash +5g, +62a (+42)
* Balcony Break
* Weapon
* 8 chip damage on block
* Recovers 4 base health on hit
* Extended range | |
NSS.f+3+4 | m | 20 | i21~25 | -13~-9 | +20a (+11) | * Balcony Break
* Head
* Cancel to r55 BT with b
* Enter IND +12a (+3) r29 with d+3+4 on hit
* Automatically recovers to r55 IND on self-wallsplat
* Recovers 12f faster on hit
* +20a on side hit | |
NSS.qcf+1 | M | 30 | i53~56 | -8c | +5a | * Spike
* Can be buffered
* Can be performed in FC
<div class="plainlist">
* Low crush 10~55
* fs56~58</div> | |
NSS.ub+1 | m | 19 | i25~26 | -6~-5 | +3c~+4c | Spike
<div class="plainlist">
* Low crush 9~27
* fs28~30</div> | |
NSS.ub+1+2 | M | 30 | i24~25 | -8c | +16a (+6) | * Balcony Break
* Weapon
* 15 chip damage on block
* Clean hit 39 damage
* Recovers 4 base health on hit
* -12c if blocked at tip range | |
NSS.uf+1 | m | 24 | i25~26 | -4 | +5c | +15a | Spike
<div class="plainlist">
* Low crush 9~27
* fs28~30</div> |
NSS.u+1 | m | 21 | i25~26 | -5 | +4c | Spike
<div class="plainlist">
* Low crush 9~27
* fs28~30</div> | |
OTG.u+1 | M | 24 | i27~29 | -13 | -8c | * Spike
* Weapon
* 16 damage -16a against airborne opponent
* 19 damage -13a (-23) against a grounded opponent
* Unavailable in NSS
<div class="plainlist">
* Low crush 8~23
* fs24~26</div> | |
WFL.3 | m | 25 | i17 | -16 | +2a (-7) | * Balcony Break
* FLE step takes 19 frames, effective startup i36
* Clean hit, 1st hit 25 > 37 damage
* Transition to attack throw on close standing hit, +15a r43 FLE and 20 extra damage
* Can side switch on throw hit
Low crush 1~ | |
FC.DF+1 | l! | 12 | i26 | +70a (+54) | * Weapon
High crush 1~34 | ||
2,d+3 | h, L | 10, 11 | i11, i22 | -12 | -1 | * Combo from 1st hit with 2f delay
High crush 12~ | |
d+3 | L | 12 | i15~17 | -18~-16 | -4~-2 | Most commonly impacts on frame 16, except when tracking right
High crush 4~ | |
d+4 | l | 6 | i12 | -15 | -4 | High crush 4~ | |
db+1 | L | 12 | i26~28 | -11~-9 | +4~+6 | 7~+9 | Unavailable in NSS
High crush 8~ |
db+3 | l | 8 | i18~19 | -25 | -14 | High crush 6~ | |
db+3,3 | l, l | 8, 7 | i18~19, i15~17 | -19 | -7 | * Combo from 1st hit
* Enter IND r20 with d+3+4
,High crush 1~ | |
db+3,3,3 | l, l, l | 8, 7, 7 | i18~19, ,i15~17 | -19~-17 | -7~-5 | * Combo from 2nd CH
* Enter IND r20 with d+3+4
,High crush 1~ | |
db+3,3,3,3 | l, l, l, l | 8, 7, 7, 5 | i18~19, ,i15~17 | -19 | -7 | * Combo from 3rd CH
* Enter IND r20 with d+3+4
,High crush 1~ | |
db+3,3,3,3,3 | l, l, l, l, l | 8, 7, 7, 5, 5 | i18~19, ,i15~17 | -19 | -7 | * Combo from 4th CH
* Enter IND r20 with d+3+4
,High crush 1~ | |
db+3,3,3,3,3,3 | l, l, l, l, l, l | 8, 7, 7, 5, 5, 5 | i18~19, ,i9~11 | -26 | -15 | * Combo from 5th CH
,High crush 1~ | |
db+4 | L | 14 | i17 | -12 | -1 | ||
B+1,1,DB+3 | h, h, l | 8, 9, 7 | i17, ,i13~14 | -20 | -9 | * Combo from 1st hit
* Links to db+3 extensions
* Can be performed from a single B+1
,High crush 10~ | |
B+1,1,DB+3,3 | h, h, l, l | 8, 9, 7, 5 | i17, ,i15~17 | -19 | -7 | * Combo from 3rd CH
* Links to db+3 extensions
* Enter IND r20 with d+3+4
* Can be performed from a single B+1
,High crush 1~ | |
uf+2 | L | 25 | i35~36 | -16 | +6g | +25a | * Weapon
* Cancel to r20 FC with D
<div class="plainlist">
* Low crush 10~29
* fs30~32</div> |
FC.db+3 | l | 8 | i18~19 | -25 | -14 | Links to db+3 extensions
High crush 1~ | |
FC.df+4 | L | 18 | i18~19 | -26 | +4c | +31a | * Homing
* Enter IND -26 +8c +35a r24 with d+3+4
* Can be done from [[Crouch#Crouch_levels|Crouch Level 2]]
High crush 1~ |
FC.d+3 | L | 10 | i16 | -17 | -6 | High crush 1~ | |
FC.d+4 | l | 6 | i12 | -15 | -4 | High crush 1~ | |
BT.d+1 | L | 20 | i17~18 | -13 | +3 | +38a | Weapon
High crush 6~ |
DGF.3 | L | 18 | i22~23 | -13 | +6c | +28a | Airborne attack, can't be low parried
Low crush 1~18 |
FLE.2 | L | 20 | i24~28 | -12~-8 | +30a | * Side switches on close hit
* Can combo to ws4 on no side switch
<div class="plainlist">
* fs1~
* High crush 6~</div> | |
IND.4 | L | 18 | i47~48 | -26 | +4c | +31a | * Homing
* Enter IND -26 +8 +35a r24 with d+3+4
High crush 1~ |
KIN.3 | L | 17 | i25~32 | -16~-9 | +13a | +25a | <div class="plainlist">
* Low crush 10~20
* fs21~23
* High crush 24~</div> |
KIN.d+1 | L | 20 | i23~24 | -13 | +3 | +38a | * Weapon
* Cancel to r34 FC with DB on frame 16
High crush 22~ |
NSS.BT.d+1 | l | 15 | Yoshimitsu remains in NSS | ||||
NSS.FC.DF+1 | l | 12 | i25~26 | -16 | +27a | High crush 1~34 | |
NSS.FC.DF+1,2 | l, L | 12, 20 | i25~26, i25~26 | -14 | +14 | * Spike
* Combo from 1st hit
* Interrupt with i7 from 1st block
,High crush 1~45 | |
NSS.FC.df+3 | L | 12 | i20~21 | -26 | +67a (+51) | High crush 1~ | |
NSS.KIN.d+1 | L | 17 | i23~24 | -13 | +3 | +38a | Cancel to r34 FC with DB on frame 16
High crush 22~ |
NSS.u+1+2 | L | 18 | i27~29 | +5 | +21g | * Spike
* Can't be low parried
* Opponent recovers crouching
<div class="plainlist">
* Low crush 9~24
* fs25~</div> | |
WFL.4 | L | 15 | i23~24 | -9 | +12c | +20a | FLE step takes 19 frames, effective startup i42~43
<div class="plainlist">
* Low crush 1~12
* High crush 12~
* fs13~</div> |
DGF.3+4 | h!,t | 17,18 | i20~21 | +0 | * Floor Break
* Transitions to attack throw on front hit (air hit OK)
* Attack throw recovers standing
Low crush 1~ | ||
4,4,2,2,NSS.1~1 | h, h, m, h, m, h! | 12, 12, 5, 6, 30, 40 | i12~13, ,i20~105 | -49a (-75) | * Balcony Break
* Cancel early to r30 with B | ||
ub+1+3,1+2 | m!, h! | 40, 18 | i50~52, i18~19 | +1~+2 | +45a | * Spike
* Weapon | |
BDS.1 | h! | 25 | i21~40 | +32a | |||
NSS.ub+1+3,n+1 | m!, h! | 50, 40 | i51~65, i20~105 | -49a (-75) | * Balcony Break
* Cancel to r94 with B on frame 64 | ||
qcf+1 | h,h,M | 24,15,35 | i28~34 i37 i58~60 | +0~+2 | +30a | * Spike 2nd and 3rd
* Weapon
* 17 chip damage on block
* Can be buffered
* Can be performed in FC
* 1st and 2nd hits connect only vs airborne opponent
<div class="plainlist">
* Low crush 10~55
* fs56~58</div> | |
H.DGF.f+1+2 | h,h,h | 10,10,20 | i16~17 i11~12 i11~12 | +4 | +18a (+9) | * Homing
* Balcony Break
* Weapon
* 17 chip damage on block
* Recovers 4 base health on hit
Low crush 1~65 | |
DGF.f+1+2 | h,h,h | 10,10,20 | i16~17 i11~12 i11~12 | -2 | +18a (+9) | * Homing
* Balcony Break
* Weapon
* Jail from 1st attack
* 12 chip damage on block
* [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-H.DGF.f+1+2|Power up]] in Heat
Low crush 1~65 | |
1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
2 | h | 10 | i11 | -1 | +5 | +8 | |
2,2 | h, h | 10, 18 | i11, i24 | -1 | +15g | * Tornado
* Balcony break on airborne hit
* Combo from 1st hit with 1f delay
* Enter KIN with 1+2
* Transition to NSS on hit or block only | |
2,3 | h, h | 10, 24 | i11, i26~27 | -10 | +16a (+7) | * Balcony Break
* Combo from 1st CH with 2f delay
* Input can be delayed 5f | |
2,NSS.1 | h, h | 10, 5,15 | i11, i23~24 i18 | -5 | +19a | * Balcony Break
* Combo from 1st hit
* Jail from 2nd attack | |
3,1 | m, h | 12, 22 | i15~16, i22~24 | +7 | +18g | * Heat Engager
* Heat Dash +5g, +62a (+42)
* Balcony Break
* Weapon
* Combo from 1st hit
* 4 chip damage on block
* Does not transition to DGF during Heat activation or Heat Dash
* [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-3,NSS.1|Power up]] in NSS or Heat
* Recovers in 1SS
,Low crush 26~ | |
3,NSS.1 | m, h | 12, 25 | i15~16, i22~24 | +7 | +18g | * Heat Engager
* Heat Dash +5g, +62a (+42)
* Balcony Break
* Weapon
* Combo from 1st hit
* 7 chip damage on block
* Recovers 4 base health on hit
* Does not transition to DGF during Heat Dash
* Recovers in 1SS
,Low crush 26~ | |
4 | h | 12 | i12~13 | -11 | +0 | +20a (+10) | Balcony break on airborne hit |
4,4 | h, h | 12, 12 | i12~13, i24~25 | -4 | -2 | * Combo from 1st hit with 4f delay | |
4,4,2,2 | h, h, m, h | 12, 12, 5, 6 | i12~13, ,i22~23 | -24 | -13 | * Combo from 3rd hit
* Opponent recovers BT on hit | |
4,4,4 | h, h, h | 12, 12, 20 | i12~13, ,i24~25 | -4 | +18a (+9) | * Balcony Break
* Combo from 2nd CH with 4f delay | |
f+2 | h | 18 | i17~18 | -4 | +14g | +39a | Balcony Break |
f+3 | h | 24 | i16~17 | -9 | +17a (+8) | * Homing
* Balcony Break | |
df+1,2 | m, h | 14, 16 | i13, i25~26 | -4 | +14g | +39a | * Balcony Break
* Combo from 1st CH with 2f delay |
d+2,1 | M, h | 12, 23 | i16~17, i27~28 | -9 | +17a (+8) | * Balcony Break
* Weapon
* Combo from 1st hit with 8f delay
* Input can be delayed 16f
* Move can be delayed 10f | |
d+2,2,1 | M, m, h | 12, 17, 20 | i16~17, ,i19~20 | -9 | +8a (-1) | * Balcony Break
* Weapon
* Input can be delayed 10f
* Move can be delayed 9f | |
d+2,2,NSS.1 | M, m, h | 12, 17, 20 | i16~17, ,i19~20 | -9 | +8a (-1) | * Balcony Break
* Input can be delayed 10f
* Move can be delayed 9f | |
d+2,NSS.1 | M, h | 12, 18 | i16~17, i27~28 | -9 | +10g | * Balcony Break
* Combo from 1st hit with 8f delay
* Input can be delayed 16f
* Move can be delayed 10f | |
B+1 | h | 8 | i17 | +1 | +7 | +12 | Can transition to [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-b+3,3,3,3,3,3|Spinning Evade]] with b+3 or b+4 |
B+1,1 | h, h | 8, 9 | i17, i11~12 | +4 | +5 | +10 | Can transition to [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-b+3,3,3,3,3,3|Spinning Evade]] with b+3 or b+4 |
B+1,1,1 | h, h, h | 8, 9, 10 | i17, ,i11~12 | +4 | +5 | +10 | Can transition to [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-b+3,3,3,3,3,3|Spinning Evade]] with b+3 or b+4 |
B+1,1,1,1 | h, h, h, h | 8, 9, 10, 12 | i17, ,i11~12 | +4 | +5 | +10 | Can transition to [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-b+3,3,3,3,3,3|Spinning Evade]] with b+3 or b+4 |
B+1,1,1,1,1 | h, h, h, h, h | 8, 9, 10, 12, 14 | i17, ,i11~12 | +4 | +5 | +10 | Can transition to [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-b+3,3,3,3,3,3|Spinning Evade]] with b+3 or b+4 |
B+1,1,1,1,1,1 | h, h, h, h, h, h | 8, 9, 10, 12, 14, 16 | i17, ,i11~12 | -73 | -71 | -67 | |
b+2,2 | m, h | 12, 21 | i14~15, i22~23 | -13 | +2a | * Heat Engager
* Heat Dash +5g, +36a (+26)
* Weapon
* Combo from 1st with 1f delay
* Combo from 1st CH with 7f delay
* Input can be delayed 14f | |
b+2,NSS.2 | m, h | 12, 18 | i14~15, i22~23 | -10 | +0 | * Heat Engager
* Heat Dash +5g, +36a (+26)
* Combo from 1st with 1f delay
* Combo from 1st CH with 7f delay
* Input can be delayed 14f | |
uf+3+4,1 | M, h | 20, 8 | i31~35, i16~18 | -1 | -43 | * On hit, transitions to r49 backward jump automatically
* Combo from 1st hit vs grounded
* Combo from 1st hit | |
ws1,1 | m, h | 12, 12 | i14~15, i18 | -11 | +0 | * Spike
* Combo from 1st hit with 11f delay
* Combo from 1st CH with 13f delay
* Input can be delayed 13f
* Move can be delayed 8f
* Cancel to [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-b+3,3,3,3,3,3|Spinning Evade]] -5 -16 r25 with b+3_b+4 | |
ws1,1,1 | m, h, h | 12, 12, 12 | i14~15, ,i18 | -11 | +0 | * Spike
* Combo from 1st CH with 13f delay
* Input can be delayed 12f | |
ws1,2 | m, h | 12, 18 | i14~15, i25~26 | -4 | +14g | +39a | * Balcony Break
* Combos from 1st hit with 4f delay
* Combos from 1st CH with 9f delay
* Input can be delayed 15f
* Move can be delayed 13f |
ws2,NSS.1 | m, h | 13, 16 | i15~16, i23 | -6 | +5 | * Elbow
* Combo from 1st hit | |
ws2,NSS.1,2 | m, h | 13, 16 | i15~16, , | * Balcony break on airborne hit
* Elbow
* Combo from 2nd CH | |||
ws2,NSS.1,3 | m, h | 13, 16 | i15~16, , | * Balcony Break
* Combo from 2nd CH | |||
BT.1 | h | 16 | i15 | -3 | +8 | Elbow | |
BT.1,3 | h, h | 16, 25 | i15, i25~26 | -7 | +27a (+17) | * Balcony Break
* Combo from 1st CH | |
BT.2 | h | 18 | i16~17 | -4 | +14g | +39a | * Balcony Break
* Links to f+2 extensions |
DGF.2 | h | 15 | i16~18 | +4 | +13s | Low crush 1~ | |
DGF.f+2 | h | 23 | i20~21 | +7 | +19a (+10) | +64a (+44) | * Homing
* Balcony Break
* Weapon
Low crush 1~ |
FLE.1+2 | h | 20 | i18~19 | -8 | +31a (+21) | * Tornado
* Head
High crush 6~17 | |
KIN.4 | h | 23 | i16~17 | +0 | +20a (+11) | +49a | * Homing
* Balcony Break
* Enter KIN +3 +23a (+14) r26 with 1+2
* Enter MED -1 +19a (+10) r28 with 3+4 |
KIN.f+2 | h | 25 | i12~13 | -1 +11w | +9a (+0) | * Heat Engager
* Heat Dash +5g, +34a (+27)
* Homing
* Balcony Break
* Weapon
* Wall Crush on block, +11g minimum | |
NSS.1+2+3 | h | 25 | i22~40 | -18~+0 | +26d (-32) | Balcony Break | |
NSS.ub+1+3,1+2 | m!, h | 50, 15 | i51~65, i18~19 | -15 | -4 | +45a | Spike |
1+2 | * Can recover to r17 FC with D
* Strong Attack Reversal: parries all highs or mids, except throws, unblockables and charge moves
Parry state 3~9 | ||||||
3+4 | Yoshimitsu recovers in BT | ||||||
d+1+2 | * Unavailable in NSS
<div class="plainlist">
* Low crush 8~17
* fs18~20</div> | ||||||
d+3+4 | * All stance moves are bufferable
<div class="plainlist">
* High crush 6~
* fs6~</div> | ||||||
DB+1+2 | * Continues as long as DB is held
* Transition to r25 releasing db
High crush 11~ | ||||||
b+3 | * 8 self-damage | ||||||
b+3,3 | * 10 self-damage
* 18 self-damage in total | ||||||
b+3,3,3 | * 5 self-damage
* 23 self-damage in total | ||||||
b+3,3,3,3 | * 5 self-damage
* 28 self-damage in total | ||||||
b+3,3,3,3,3 | * 5 self-damage
* 33 self-damage in total | ||||||
b+3,3,3,3,3,3 | * 5 self-damage
* 38 self-damage in total | ||||||
b+1+2 | High crush 8~50 | ||||||
u+1+2 | * Cancel to r12 with db_d_df (js1~10)
* Unavailable in NSS
* Actionable after 15 frames, except when using DGF.2 which can be performed after 10 frames
Low crush 8~ | ||||||
1+2+3+4 | * Can't block for 5 seconds
* CH state for 5 seconds | ||||||
DGF.1+2 | <div class="plainlist">
* Low crush 1~27
* fs28~30</div> | ||||||
DGF.d+3+4 | <div class="plainlist">
* Low crush 1~27
* fs28~
* High crush 31~</div> | ||||||
DGF.f | realigns with opponent, creates distance
Low crush 1~ | ||||||
FLE.1 | <div class="plainlist">
* fs1~25
* High crush 26~</div> | ||||||
FLE.3 | * Evades like a sidestep
Low crush 1~ | ||||||
FLE.d | * Evades jabs from frames 4-14
* Evades mids from frames 7-12
* Can be canceled into other FLE moves (except FLE.n)
<div class="plainlist">
* Low crush 1~4
* fs5~15
* Low crush 16~</div> | ||||||
FLE.db | <div class="plainlist">
* Low crush 1~12
* fs13~15</div> | ||||||
FLE.d+3+4 | <div class="plainlist">
* Low crush 1~16
* High crush 16~30
* fs17~</div> | ||||||
FLE.f | * In WFL from frames 20-50
* Cancel into FLE.f,f with f within 19 frames
Low crush 1~ | ||||||
FLE.f+2 | |||||||
FLE.u+1+2 | Low crush 1~ | ||||||
FUFT.d+3+4 | fs1~ | ||||||
IND.1+2 | Unavailable in NSS
<div class="plainlist">
* Low crush 1~27
* fs28~30</div> | ||||||
IND.D+3+4* | * Allows 8-way directional movement in IND
* Continues as long as 3+4 is held
* Holding a directional input and pressing 1, 2 or 1+2 will play different voicelines
* Yoshimitsu must rest his arms before he can move, this animation takes 30 frames, this animation does not occur when using NSS.d+1+2
High crush 1~ fs1~ | ||||||
IND.f | * If closer than 1.75 units, recovers r49, 1 unit behind the opponent
* If in BT.IND closer than 1.75 units, recovers r49, 4.2 units away from the opponent
* If farther than 1.75 units, recovers r49 BT in the same location
* Evasive, can go under some attacks
<div class="plainlist">
* fs1~50</div> | ||||||
IND.n | * Recovers 3 recoverable health with each pulse
* Can be cancelled into other IND moves
* Inputting anything other than IND.3+4 or IND.u will put Yoshimitsu in a spinning animation that takes 29 frames to complete before any move comes out
<div class="plainlist">
* High crush 1~
* fs1~</div> | ||||||
IND.u | * Evasive, can go under some attacks if timed
fs1~29 | ||||||
IND.u+1+2 | Unavailable in NSS
Low crush 1~ | ||||||
KIN.f | High crush 5~25 | ||||||
KIN.u+1+2 | Can be counterhit
Low crush 14~ | ||||||
MED.3+4 | |||||||
MED.d | Transitions into sidewalk with held input | ||||||
MED.f | * Can be cancelled into a backturned attack
* Can be cancelled into instant while standing
* Closes distance with the opponent | ||||||
MED.n | * May be canceled into another MED move
* at 26-28 frames into the animation:
* Restores recoverable health successively
** +1 health (1st pulse)
** +2 health (2nd pulse)
** +3 health (3rd onward) | ||||||
NSS.b+1+2 | High crush 8~50 | ||||||
NSS.d+1+2 | <div class="plainlist">
* High crush 7~
* fs7~</div> | ||||||
NSS.d+1+4 | Yoshimitsu is invisible on frames 50~64, but can still be hit | ||||||
NSS.uf+1+3 | <div class="plainlist">
* Low crush 9~35
* fs36~38</div> |